160 lines
3.7 KiB
Odin
160 lines
3.7 KiB
Odin
package physics
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import "core:log"
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import "core:math"
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import lg "core:math/linalg"
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import "game:debug"
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import "game:halfedge"
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import "libs:tracy"
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import rl "vendor:raylib"
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import "vendor:raylib/rlgl"
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_ :: log
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_ :: math
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_ :: debug
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draw_debug_shape :: proc(
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sim_state: ^Sim_State,
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shape: Collision_Shape,
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pos: Vec3,
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rot: Quat,
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color: rl.Color,
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) {
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mat := lg.matrix4_from_trs(pos, rot, 1)
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rlgl.PushMatrix()
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defer rlgl.PopMatrix()
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rlgl.LoadIdentity()
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rlgl.MultMatrixf(cast([^]f32)&mat)
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switch s in shape {
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case Shape_Box:
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rl.DrawCubeV(0, s.size, color)
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case Internal_Shape_Convex:
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mesh := convex_container_get_mesh(&sim_state.convex_container, s.mesh)
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halfedge.debug_draw_mesh_wires(mesh, color)
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}
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}
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draw_debug_scene :: proc(scene: ^Scene) {
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tracy.Zone()
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sim_state := get_sim_state(scene)
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for _, i in sim_state.bodies {
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body := &sim_state.bodies_slice[i]
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if body.alive {
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pos := body.x
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q := body.q
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x := lg.quaternion_mul_vector3(q, Vec3{1, 0, 0})
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y := lg.quaternion_mul_vector3(q, Vec3{0, 1, 0})
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z := lg.quaternion_mul_vector3(q, Vec3{0, 0, 1})
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rl.DrawLine3D(pos, pos + x, rl.RED)
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rl.DrawLine3D(pos, pos + y, rl.GREEN)
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rl.DrawLine3D(pos, pos + z, rl.BLUE)
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draw_debug_shape(
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sim_state,
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body.shape,
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body_get_shape_pos(body),
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body.q,
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debug.int_to_color(i32(i + 2)),
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)
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}
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}
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for _, i in sim_state.suspension_constraints {
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wheel := &sim_state.suspension_constraints_slice[i]
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if wheel.alive {
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body := get_body(sim_state, wheel.body)
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t := wheel.hit_t > 0 ? wheel.hit_t : wheel.rest
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pos := body.x
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rot := body.q
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pos += lg.quaternion_mul_vector3(rot, wheel.rel_pos)
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dir := lg.quaternion_mul_vector3(rot, wheel.rel_dir)
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rl.DrawLine3D(pos, pos + dir * t, rl.ORANGE)
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rel_wheel_pos := wheel_get_rel_wheel_pos(body, wheel)
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wheel_pos := body_local_to_world(body, rel_wheel_pos)
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right := wheel_get_right_vec(body, wheel)
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rl.DrawCylinderWiresEx(
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wheel_pos - right * 0.1,
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wheel_pos + right * 0.1,
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wheel.radius,
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wheel.radius,
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16,
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rl.RED,
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)
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// rl.DrawLine3D(wheel_pos, wheel_pos + right * 10, rl.RED)
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if wheel.hit {
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// rl.DrawLine3D(
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// pos + t * dir,
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// pos + t * dir + wheel.applied_impulse.x * right * 10,
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// rl.RED,
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// )
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}
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if wheel.hit {
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rl.DrawSphereWires(wheel.hit_point, 0.1, 4, 4, rl.RED)
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}
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}
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}
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if false {
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for &contact, contact_idx in sim_state.contact_pairs {
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points_a := contact.manifold.points_a
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points_b := contact.manifold.points_b
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points_a_slice, points_b_slice :=
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points_a[:contact.manifold.points_len], points_b[:contact.manifold.points_len]
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debug_transform_points_local_to_world(get_body(sim_state, contact.a), points_a_slice)
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debug_transform_points_local_to_world(get_body(sim_state, contact.b), points_b_slice)
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debug_draw_manifold_points(
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-contact.manifold.normal,
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points_a_slice,
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color = debug.int_to_color(i32(contact_idx * 2 + 0)),
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)
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debug_draw_manifold_points(
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contact.manifold.normal,
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points_b_slice,
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color = debug.int_to_color(i32(contact_idx * 2 + 1)),
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)
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}
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}
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}
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debug_transform_points_local_to_world :: proc(body: Body_Ptr, points: []Vec3) {
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for i in 0 ..< len(points) {
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points[i] = body_local_to_world(body, points[i])
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}
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}
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debug_draw_manifold_points :: proc(normal: Vec3, points: []Vec3, color: rl.Color) {
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if len(points) >= 3 {
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// Triangle or quad
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v1 := points[0]
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for i in 2 ..< len(points) {
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v2, v3 := points[i - 1], points[i]
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rl.DrawTriangle3D(v1, v2, v3, color)
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}
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} else if len(points) == 2 {
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// Line
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rl.DrawLine3D(points[0], points[1], color)
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}
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for p in points {
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rl.DrawLine3D(p, p + normal, color)
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rl.DrawSphereWires(p, 0.1, 4, 4, color)
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}
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}
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